So you wanna join Super Smash Quest? That's good, but there's a few rules you should know about. Violating any of these rules and not responding to GM warnings is grounds for banning. Coming back later, after the issue which you were banned was worked out, and doing it again is grounds for being banned for life and then put in the Hall of Shame. And when I mean responding, I don't mean cursing out the GM who's warning you. Calming down, leaving the room for a small bit, or otherwise ceasing your disturbance-causing behavior is what is wanted. And if you don't like these rules, then stay out!

The Rules

1. Do not flame anyone, unless a GM (for some reason) says it's okay.

2. Do not cheat the game system in any way.

3. Do not play the game to merely have a powerful character.

4. Do not steal ideas from this game without giving credit to the original creator. (And hopefully telling them about it)

40. Proper use of grammar and capitalization is almost mandatory. It is forbidden to refer to yourself as 'i' instead of 'I.'

41. There is no excuse for bad typing.

42. Punctuation, such as !, ?, and ., must be used as much as possible; using it too much is bad, though.

43. Begging for missions is bad.

44. No, we will not allow cheeze abilities or new items to be submitted.

45. Only GMs and especially approved people can make missions.

46. Wolfman/VG and Metal AND Nick can never be banned, unless temporarily if somebody is controlling them while they're gone.

47. No one, not even SMBHQ staff members, can be given more than a little slack. These rules are not for breaking. Even Metal must obey them.

48. Blackmail and extortion results in instant permabanning.

49. If it wasn't said enough, spell things correctly!

50. Discrimination of all forms is forbidden.

51. No player is allowed to help, suggest, advise, or otherwise "guide" the creation of someone else's character.

52. No player shall be allowed to play as a character which they did not make, besides GMs.

53. No SPs or staff from SSS shall be allowed, save for Pat and Digi. Exceptions are made on a case-by-case basis, with Metal's approval needed. And for those who are not Pat and Digi, a separate approval is needed for each visit. All chances of being allowed in are revoked from an SP if they are ever in need of banning.

54. Do not protest proposed plans by GMs until the plan itself is made so that you can actually have a factual basis to protest it by. This is not to be used as a loophole by GMs to suppress dissent, but rather a common sense rule.

Mental: Your mind power, which is used to add that extra oomph to magical attacks and other similar things. MNT.

These are but the basic statistics. Governing them and most of the system is a concept where stats are divided into areas of power.

Power Levels

Number

Type

Description

Example

5

Subhuman

A creature with below human abilities in a stat has a penalty to using it and usually isn't very good at it.

Goomba

10

Human

This is what the average human can do; it has no bonuses or penalties, and allows the user flexibility.

Human

20

Superhuman

Those with special abilities or who are above normal humans usually posess this sort of power.

Denon Infantry

30

Supernatural

This kind of power is coveted by most and wielded by few. It happens to give the user terrific ability in whatever stat it is in.

Ganondorf

40

Demigod

Only those with extreme power have stats in this range. They are strong enough to fight entire armies, and do not go down easily.

The Commanders

50

God

The ultimate in power. Anyone with this sort of power is matched only by other Gods, and has the ability to destroy entire worlds.

Kuja

As you can see, it is a rather simple system. Also, the in-between levels remain within the nearest power level. For example, an eight in a stat makes you subhuman, an eighteen makes you human, a twenty-eight makes you superhuman, and so on. Of course, no one can surpass Godlike power. The examples themselves are not perfect; The Commanders are known to specialize and Kuja's actual power remains a tightly guarded secret. Ganondorf, naturally, focuses on raw power. These stats affect all of your other stats.

That's right. Other stats. Here they are, and how they're increased too.

Secondary Statistics

Name

Calculated By

Description

AP

4

This stat refills to four every round.

HP

100 +((Level-1) * END)

This is your ability to take damage. The higher it is, the more hits you take. It is powered by Endurance.

Defense

END mod + Armor

Rounds down. This stat takes the bite out of enemy attacks; the damage they deal has your Defense subtracted from it, if they hit you.

Evasion

10 + AGI mod

This stat is used to literally evade attacks. Any attack roll which is equal to or below this number which is aimed at you will miss.

Smash Points (SP)

((L-1 x MNT mod) + 20)

This stat is used to power special attacks and other moves.

Now that you know what your stats are, well, it's time to assign them. You build up your stats using Ability Points. At level 0, you start out with 10 in all four main stats (STR, END, AGI, and MNT) and 20 ability points to throw around. Now then, how much does it cost? Well, that's easy too. For stat point ranges 11-19, it costs 1 point to upgrade. So 5 points gets you 15 in a stat. It then increases to two per point 20-29, three per point 30-39, and four per point 40-49. Here's a chart in case you can't visualize this.

Primary Statistics Advancement Cost

Range

Type

Cost

10-19

Human

1

20-29

Superhuman

2

30-39

Supernatural

3

40-49

Demigod

4

Using this, you can calculate your starting stats and increase them as you level up. You get one ability point every time you level up, after all. All stats but Skill Points are recalculated when you increase them to go with the higher number.

Once you have your stats all ready, it's time to make attacks. First, you get your four special moves, which all start at alpha. For each one, you choose between one of the three main types of special attacks: Melee, Ranged, and Magical. Each has their specific quirks.

Special Attack Types

Type

Damage

To-Hit

Description

Melee

STR+15

STR mod

A close-range move which uses your strength to damage the opponent. Nothing too special about it, besides how simple it is. Usually includes martial arts, weapons, or wrestling moves.

Ranged

15

AGI mod

A longer ranged attack, used to hit targets far away. Most of your effort is used in aiming and throwing/firing the attack. Simulates guns, thrown projectiles, and lasers shot out of your eyes!

Magical

MNT+15

DC 10+MNT mod

For those of the magical persuasion. Can be made ranged as an extra benefit. Hard for enemies to evade, however it costs TWICE the SP of a special move with either of the other types--any SP usage drawbacks are applied before the doubling.

All Special moves start out taking up 3 Time Points to use, and most use 2 SP, save for magical ones. Their power can be increased by Move Points; they range from Alpha to Omega in their power.

Levels of Special Attacks

Level

Benefit Points Added

Move Points needed

Alpha

1

0 (2 to create a new move at this level)

Beta

1

1

Gamma

1

1

Epsilon

1

1

Omega

1

1

Of course, how is one to use these benefit points? After all, you get one free benefit point with every alpha move. And you start out with four alpha moves. Well, you select them out of the benefit chart below. Each move is coded with CRMSN, or Close-Range | Ranged | Magical | Smash | Normal, which indicates which types of moves it can be used for. So a * under C means it can be used in Close Ranged Special moves. One under S means Smash moves, and one under N means normal moves. I'll get to Smash and Normal moves in a short bit.

Benefits

Name

Description

C

R

M

S

N

Absorb Shield

Requires Defender and No Damage. The attack makes a shield that acts like Deflect Shield in every way except that instead of giving a counter attack, you get two choices. 1: All damage that would have been dealt is cut in half. That number is added to your HP. 2: The SP that the enemy used on their attack is added to your current SP.

*

*

Accurate

Attack has a better time hitting. Attack must be 2 TP or less, or ranged. +2 to hit/DC.

*

*

*

*

*

Area Effect

Attack is explosive and deals damage in a radius centered around the enemy that you initially target. All other enemies in the area must make an AGI check DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has)

*

*

*

Buff

The attack buffs a stat by 5%. Lasts for three rounds.

*

*

*

Charge

You can spend twice the TP to double the damage or three times the TP to quadruple the damage. If you decide to, you can continue charging even when you're out of TP, but you can't take hits between the end of that turn and the beginning of the next one or else you lose the charge. At the next turn, any TP costs that weren't covered in the first are deducted. You may elect to pause in your charging at x2 TP and then pay X1 TP to finish charging, though it will cost an additional 1/2 TP to fire.

*

*

*

Combo

Creates a move that can be chained with this one; lasts only as long as you have TP to feed into it. It is, essentially, another move which is linked to the move with this benefit. You can create even longer chains by sticking combo onto the combo move... but you gotta hit with each attack in order for them all to work, not to mention the TP it needs.

*

*

*

Critical Attack

Moves your crit range from 20 to 19-20, 19-20 to 18-20, and so on. Counts as two benefits. Can only be used once on normal and smash moves.

The attack lessens an enemy's stat by d5 points, if they fail a saving throw against your attack, DC 10+(Corresponding attack type mod)+(Any bonuses for accuracy the attack has). Doesn't use your base accuracy bonus, and uses STR for physical attacks, MNT for magical. Counts as two benefits. Lasts for three rounds.

*

*

*

Defender

The attack can be used only when it's not your turn, in response to an attack that's just missed. It uses TP conserved from the previous turn. Requires 2 or more TP.

*

*

*

Deflector

Requires Defender. The attack deflects ranged energy attacks and ranged physical attacks, but barely in any way that's useful. Ranged counters with this move are at a -6 penalty.

*

Deflect Shield

Requires Defender and No Damage. The attack puts up a shield in front of or around you that deflects ranged energy attacks. Ranged physical attacks and melee attacks are unaffected. You may sustain this shield as long as you pay its SP cost for each time you would have to pay AP to use it. You may deflect any attacks that miss by 5 or more by rolling a ranged attack of your own at a -2 penalty.

*

*

Element

Not actually a benefit or a drawback. Makes your attack aligned with an element.

*

*

*

*

*

Extra Damage

Adds 5 to damage.

*

*

*

*

*

Extra Element

Encompasses both the original and this new element. Weaknesses cancel out. Ex: Mix Fire with Ice; both affects work, but if ice is used against something that's resistant to ice but weak to fire, it'll be treated as weak to fire but not resistant to ice.

*

*

*

Extra Jump

Can be used as a jump, as long as you explain HOW it helps you jump.

*

*

*

Fast Attack

Decreases TP used by 1; attack cannot go below 1 TP.

*

*

*

*

*

Fast Defense

Requires Defender. You gain a +2 bonus to Evasion if you use the attack to counter before the result of the attack you want to counter is resolved. Of course, if you dodge the attack, then the Defender quirk and everything else related goes into action.

*

*

*

Flurry

Adds a single extra attack identical to the first. Applicable only to attacks with AP 3 or more. Example: Notice how Mario's Red Fireball can shoot up to 3 fireballs. You must pay the SP cost for the move for each extra attack, though.

*

*

*

Grab

Attack's damage is halved, but it counts as a grab attack.

*

*

*

*

Healing

The attack heals instead of harming. It must be 3 TP or more.

*

High Knockback

Knocks the enemy back quite a bit when it hits. Can only be used on attacks with TP 2 or higher; comes default on Smash attacks.

*

*

*

*

*

Jump Boost

Allows for an extra jump check to be made with any accuracy bonuses added on top of the jump check.

*

*

*

Machinegun

The attack hits one more time for every 5 points you roll over the enemy's EVD. Counts as two benefits.

*

*

*

*

*

Magical

Attack uses MNT/4 to boost damage.

*

*

*

*

Ranged

Only for use with Magical attacks. Makes the attack long-ranged, so that you can hit people without running up in their faces. NOTE: You cannot use benefits which conflict with being ranged. However, you can use magic-only benefits with this, provided they make sense.

*

Random Attack

The attack has a variety of random results. It can only be purchased once, but upgrades with your attack. For Alpha level, you get the first two, one of which is a "dud" and the other of which is an Alpha level move. For Beta you get another alpha and a beta. For Gamma you get yet another beta and a gamma. For Epsilon you get another gamma and an epsilon. For Omega you get an Omega. These stack. So for alpha, you have d2. Beta, d4. Gamma, d6. Epsilon, d8. And d9 for Omega.

*

*

*

Random Damage

The attack deals 2d(damage rounded to nearest 10) damage.

*

*

*

SP Damage

Deals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Deals SP damage instead of HP damage.

Must be stacked on Grab. Allows you to use an MNT check instead of a STR check when determining whether or not you grabbed the target.

*

*

*

Throw Attack

Attack can only be used after a grab attack, instantly hitting and not costing any AP.

*

*

*

*

*

TP Buff

Increases TP recovery by 1. Does not stack with other TP recovery boost moves. Lasts for a number of rounds equal to your AGI mod (Min 1)

*

*

*

Tumbler

Can be made any time you'd want to make a tumble check. Tumble check is made with any accuracy bonuses added on top of it.

*

*

Weapon Grab

Must be stacked on Grab. A successful attack insures a successful grab; no STR checks are necessary.

*

*

*

*

Now then, you also get smash moves and normal moves. A whole lotta them. Here's the info on them.

Basic Attacks

Name

TP Usage

Damage

Accuracy

Benefits

Smash Attacks

4

STR+15

STR mod

1

Normal Attacks

2

STR

STR mod

1

Smash attacks also come built-in with heavy knockback, which cannot be removed. As you can see, they start out with one 'free' benefit, just to make customizing them easier. Now then, to show you how many attacks you get in total.

Special Moves

B

Forward+B

Down+B

Up+B

Smashes

Forward+Smash

Down+Smash

Up+Smash

Normal (Ground)

Grab

Attack

Walk+Attack

Run+Attack

Down+Attack

Crouch+Attack

Up+Attack

Forward+Attack

Slide Attack

Normal (Air)

Slam Down

Slam Forward

Slam Back

Slam Up

Attack (no direction)

Throws

Up

Down

Forward

Stationary

You only need the special moves, the smash moves, and attack, down+attack, up+attack, and forward+attack done to work as a player, but you're invited to make ALL of the moves, if you want. Oh, yes. One last component for making moves. Should the benefits you get standard be not enough, you can always add drawbacks to cancel out the benefits. And you can eliminate drawbacks by sacrificing benefits. Many benefits can be made into drawbacks too; ask the GM for approval on such.

Drawbacks

Name

Description

C

R

M

S

N

Armor Challenged

Your attack is doubly affected by DR.

*

*

*

*

*

Backfiring Attack

If it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with healing stuff.

*

*

*

*

Dull Attack

The attack has no critical hit range. Cannot be used with spell benefit.

*

*

*

Extra SP Cost

Increases SP cost by 5% of your maximum SP.

*

*

*

HP Cost

The attack sucks 5% of your maximum HP from you to work.

*

*

*

*

Limited Uses

Limits the amount a move can be used per mission. 3 uses counts as 1 drawback, 2 counts as 2 drawbacks, 1 counts as 3 drawbacks.

*

*

*

Pain Split

You take half of the damage your attack causes. This also gives you status effects that your attacks give to other people, damages you for half the amount the attack heals, and debuffs/fatigues you based on any buffs you have in the attack.

*

*

*

Risky Strike

Your attack opens you up to AoOs from all enemies within range.

*

*

*

*

Self-Debuff

The attack debuffs the main stat it uses (STR for close-range, MNT for magic, and AGI for Ranged) by 20% for three rounds. Can only be taken twice; the second time moves it on up to 60%.

*

*

*

Stationary

Your attack requires you to stand still until your next turn, eliminating your AGI to evasion.

*

*

*

*

*

Weak Attack

The attack loses its +15 to damage. (Applicable only to Close-range, Magical, or Smash attacks.)

*

*

*

No Damage

The attack deals absolutely no damage (normally). Must be taken after Weak attack on Close-range, Magical, or Smash Attacks. When used on Ranged attacks, it removes the 15 flat damage. If you like really weak attacks, though, you can add on damage after the affect has been used to remove damage beforehand.

*

*

*

*

*

DISREGARD ALL BELOW THIS

Now then, once you've got all these nice and shiny stats, you may be wondering how to deal damage to punks like Ganondorf and Bowser. Well, it's easy. First, there's the moves ANYONE can do. They're simple, and mostly punches.

Basic Attacks

Type

Damage

Accuracy

Critical

Knockback

AP Use

SP

Normal

STR

No Bonus

20/X2

Low

2

0

Smash

STR+15

No Bonus

20/X2

High

4

0

Special

STR+15

No Bonus

20/X2

Low

3

2

As you can see, I went a bit overboard on the table. Although it is nice for anyone who wants a comprehensive look at these moves. Very basically, they're punches. The Normal one only deals STR damage and uses your native bonus to melee moves without any bonus. The critical is at a natural 20 and causes you to deal double damage. The knockback is low, so it doesn't send people far when hit. It uses a modest 2 AP, so you can usually do two in one round. The Smash is the same, however it takes twice the AP, deals 15 more flat damage, and has high knockback. Meanwhile, the Special also does 15 more damage, but takes 3 AP and eats into yer magic with 2 SP as its cost.

Of course, while these are simple enough ANYONE can do them, it wouldn't be fun without some moves to call your own. Hence... the attack system. You start out with an unknown number of normal attacks. These attacks are simpler and do not need SP to function; however, they can't do as much either. You start out with four carbon copies of the 'Normal' attack described up there. Using these basic benefits, you can customize the base normal move. However, for each added benefit, there must be a drawback. Thusly, you can reverse these benefits to act as drawbacks.

You can also make smash moves, which start out just like the basic smash move mentioned above. However, you can only use them once per turn, and cannot remove the high knockback component on them.

Basic Benefits

+5 damage

+2 acc (Only on AP 2 or lower, unless it's ranged)

High Knockback (Only on AP 2 or higher or on smash attacks)

-1 AP (min 1)

+MNT/3 damage

+AGI/3 damage (AP 2 or 1)

Machinegun (Number of hits = 1+(1 for every 5 over the enemy's Evd) (2 benefits)

Grab: Attack's damage is halved, but it counts as a grab attack. Can't be applied to Smashes.

Weapon Grab: Must be stacked on Grab. A successful attack insures a successful grab; no STR checks are necessary.

Telekinetic Grab: Must be stacked on Grab. Allows you to use an MNT check instead of a STR check when determining

Throw Attack: Attack may only be used after a grab but costs no AP during the course of your turn.

Basic Drawbacks

No Damage (Acts as two drawbacks)

Now that you've got those done, it's time to deal with your special attacks. This time, there's a lot more things you can customize special moves with. With a special attack, you can upgrade it using a Move Point, which is gained from leveling up. Each special attack ranges from 1 to 5. Each level has a name, namely Alpha, Beta, Gamma, Epsilon, and Omega. Whenever the rank is upgraded, the attack costs 2 more SP. You can also change it around when you first make it WITHOUT increasing the rank. However, you must then add one of the Drawbacks to balance it out. Make sure to get all of the non-rank related drawbacks and advantages together before your character is finished. You can turn around almost any benefit to be a drawback, within reason.

Special Benefits

Name

Description

Absorb Shield

Requires Defender and No Damage. The attack makes a shield that acts like Deflect Shield in every way except that instead of giving a counter attack, you get two choices. 1: All damage that would have been dealt is cut in half. That number is added to your HP. 2: The SP that the enemy used on their attack is added to your current SP.

AP Buff

Increases AP recovery by 1. Does not stack with other AP recovery boost moves. Lasts for a number of rounds equal to your AGI mod (Min 1)

Area Effect

Attack is explosive and deals damage in a radius centered around the enemy that you initially target. All other enemies in the area must make an AGI check DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has)

Buff

Increases one of your stats by 20%. Does not stack with itself. Lasts for three rounds. Counts as two benefits.

Charge

You can spend twice the AP to double the damage or three times the AP to quadruple the damage. If you decide to, you can continue charging even when you're out of AP, but you can't take hits between the end of that turn and the beginning of the next one or else you lose the charge. At the next turn, any AP costs that weren't covered in the first are deducted. You may elect to pause in your charging at x2 AP and then pay X1 AP to finish charging, though it will cost an additional 1/2 AP to fire.

Combo

Creates a move that can be chained with this one; lasts only as long as you have AP to feed into it. It is, essentially, another move which is linked to the move with this benefit. You can create even longer chains by sticking combo onto the combo move... btu you gotta hit with each attack in order for them all to work, not to mention the AP it needs.

Critical Attack

Moves your crit range from 20 to 19-20, 19-20 to 18-20, and so on. Counts as two benefits.

The attack lessens an enemy's stat by d5 points, if they fail a saving throw against your attack, DC 10+(your STR or MNT mod)+(Any bonuses for accuracy the attack has). Doesn't use your base accuracy bonus, and uses STR for physical attacks, MNT for magical. Counts as two benefits.

Defender

The attack can be used only when it's not your turn, in response to an attack that's just missed. It uses AP conserved from the previous turn. Requires 2 or more AP.

Deflect Shield

Requires Defender and No Damage. The attack puts up a shield in front of or around you that deflects ranged energy attacks. Ranged physical attacks and melee attacks are unaffected. You may sustain this shield as long as you pay its SP cost for each time you would have to pay AP to use it. You may deflect any attacks that miss by 5 or more by rolling a ranged attack of your own at a -2 penalty.

Deflector

Requires Defender. The attack deflects ranged energy attacks and ranged physical attacks, but barely in any way that's useful. Ranged counters with this move are at a -6 penalty.

Element

Not a benefit or a drawback. Only applicable to Specials.

Extra Element

Encompasses both the original and this new element. Weaknesses cancel out. Ex: Mix Fire with Ice; both affects work, but if ice is used against something that's resistant to ice but weak to fire, it'll be treated as weak to fire but not resistant to ice.

Extra Jump

This move can be used as a jump when you've already used all your other ones.

Fast Defense

Requires Defender. You gain a +2 bonus to Evasion if you use the attack to counter before the result of the attack you want to counter is resolved.

Flurry

Adds a single extra attack identical to the first. Applicable only to attacks with AP 3 or more. Example: Notice how Mario's Red Fireball can shoot up to 3 fireballs. You must pay the SP cost for the move for each extra attack, though.

Healing

Instead of damage, the attack heals. HAS to be base MNT, and the attack must have AP of 3 or more.

Jump Boost

Allows for an extra jump check to be made with any accuracy bonuses added on top of the jump check.

Magical

Changes base damage to MNT.

Mobile

The attack allows you to move through enemy space without provoking AoOs.

Random Attack

The attack has a variety of random results. It can only be purchased once, but upgrades with your attack. For Alpha level, you get the first two, one of which is a "dud" and the other of which is an Alpha level move. For Beta you get another alpha and a beta. For Gamma you get yet another beta and a gamma. For Epsilon you get another gamma and an epsilon. For Omega you get an Omega. These stack. So for alpha, you have d2. Beta, d4. Gamma, d6. Epsilon, d8. And d9 for Omega.

Randomized Damage

The attack deals 2d(damage rounded to nearest 10) damage.

Ranged

Attack is ranged and uses AGI for its base accuracy.

SP Damage

Deals damage to an enemy's SP equal to 1/5 the HP damage it would deal. Deals SP damage instead of HP damage.

Spell

Attack almost automatically works. Enemies are entitled a check based on the affects of the attack to try to escape it. The DC of this check is 10+(your MNT mod)+(Any bonuses for accuracy the attack has). Counts as two benefits.

Can be made any time you'd want to make a tumble check. Tumble check is made with any accuracy bonuses added on top of it.

Special Drawbacks

Name

Description

Armor Challenged

Your attack is doubly affected by DR.

Backfiring Attack

If it fails to hit the enemy, it hits YOU! Counts as two drawbacks. Cannot be used with the heal benefit.

Dull Attack

The attack has no critical hit range. Cannot be used with spell benefit.

Extra SP Cost

Increases SP cost by 4.

HP Cost

The attack sucks 10 HP from you to work.

Limited Uses

Limits the amount a move can be used per turn. 3 uses counts as 1 drawback, 2 counts as 2 drawbacks, 1 counts as 3 drawbacks.

Pain Split

You take half of the damage your attack causes.

Risky Strike

Your attack opens you up to AoOs from all enemies within range.

Stationary

Your attack requires you to stand still until your next turn, eliminating your AGI to evasion.

Now then, what good is all of this without knowing how many moves you start with? Well, not very good at all. So here's all the moves you start with. It may look daunting, but many of the normal moves are very simple and quick to make. Here's the list.

Special Moves

B

Forward+B

Down+B

Up+B

Smashes

Forward+Smash

Down+Smash

Up+Smash

Normal (Ground)

Grab

Attack

Walk+Attack

Run+Attack

Down+Attack

Crouch+Attack

Up+Attack

Forward+Attack

Slide Attack

Normal (Air)

Slam Down

Slam Forward

Slam Back

Slam Up

Attack (no direction)

Throws

Up

Down

Forward

Stationary

Obviously, the Air versions of the normal attacks can only be performed after a jump. You only require a smash, four B moves, a grab, one normal attack to join, but can make the others at your leisure. Oh, yes. For those of you who prefer numbers, here's the breakdown. You get four Special moves, three smashes, fourteen normal moves and four throws. They must roughly correspond to the direction/button movement to make sense. Happy attack-making!

After the attacks are made, they can be upgraded with Move Points. These move points, simple in nature, instantly upgrade the attack up a level. You can also get yourself ANOTHER special move with two of these points, though you have to swap it out with another one on missions, and it still must conform to one of the button alignments.

These are the bread and butter of a Quester. Depending on your abilities, you can do a variety of things. As for gaining them, here's the lowdown. (Also repeated in the leveling up section and 'making a character' too) To start, you get five free ability points, or AP. What you do with them I'll explain shortly. You also gain one ability point every four levels. Now then, down to the part where you use all these points.

AP are spent on Abilities. Tier 1 abilities, also known as basic abilities, cost 1. To upgrade to the next tier of the same ability, it also costs one AP. After hitting tier 3, though, some abilities can be stacked, which is different from upgrading them from tier to tier. For the first 'stacking' of the ability, it costs 1 AP. However, the second costs 2, the third 3, etc, continuing on up to infinity and beyond, should anyone posess the points for such madness. You cannot buy abilities out of order. Now, for the abilities, of course!

You can live in tough environments. Can breathe underwater. This, and all levels of adapted, must be taken with the AP you get at level 0.

Can live in really hot, cold, or toxic areas.

Can live in outer space.

Crazy

Go nuts on your opponent! +MNT mod to hit, but you use a random attack at them. Can only be used once per mission.

+3 MNT mod! Twice per mission.

+MNT! Thrice per mission.

Crowd Pleaser

You are appealing to large crowds of people, who will cheer for you.

Crowds hurl stuff at your enemies.

Crowd interferes with battle en masse; helping you and attacking the enemy.

Elemental Alignment

Can only be used on elemental resistances for two elements which haven't been modified from 0 yet. Sets one to 50 and another to -50. Those element resistances can only be edited by this quirk from now on.

100 and -100.

200 and -200!

Elemental Aura

You are surrounded by an aura of (element) which automatically damages the enemy for (MNT mod) damage if they touch you. Them, not their weapons.

2 MNT mod damage.

Also affects them if they hit you with a weapon that they're holding.

Enhanced Check

Choose one of the four types. You cannot get the other two once you have chosen. Adds +2 to all checks in that stat.

+3.

+5

Extra Arm

For one reason or another, you have an extra arm. Can only be taken with original five 'free' AP points. Same goes for any other levels of this 'ability'.

Two arms.

Three extra arms! Ahhhh!

Feinter

You can make an attack intentionally miss, thus knocking the enemy's AGI off their AC for the next attack.

Lasts for two actions instead of one.

Following attacks always hit.

Form-Keeper

Keep your form in the Dark World.

Protected against morphing magic or attacks.

Keep form at all times.

HP Stealer

For every hit you make, you regain 1 HP.

5 HP.

10 HP.

Hyper

This, and all over versions of this ability, can only be taken with your original five AP. Regain an extra AP every three rounds.

Now every second round.

Gain 5 AP every turn instead of four.

Improved Initiative

For purposes of init, your AGI gains 5. This is not added to your AGI, just how you are considered in attack order.

Bonus is now 10.

15. Add 5 per stack.

*

Intimidating

With an MNT check, try to scare away weak enemies away from battle.

MNT check +5.

+15/Adds +5 to check every time stacked.

*

Item Carrying

You can carry 5 extra items.

10.

15

Item Finder

Enemies that drop items will drop more items around you/make them drop items if they wouldn't normally.

You can detect which enemies have items by using an action.

You can attack enemies who are near death with an 'Item Attack', turning their corpse into an item if you kill them with it. MNT mod to hit, MNT damage.

Itemologist

You know all sorts of things about items. +5 to rolls involving them.

You also know how to make them more effective. All items do 2x damage/1.5x healing when you use them.

You can identify any item, even ones from other planets/worlds, with an INT check.

Item User

Use more items than usual! Able to use two items per round.

Three items per round.

Four items per round!

Life Saver

Instead of losing a life, you can choose to lose 10,000 * Level coins instead.

The ULTIMATE cube! Activate with the push of a button, then throw at the intended target, with a d20+5SPD mod roll. If it hits, it deals 50 damage of your element of choice. It can also heal 25 damage or cure one status effect.

¢2000

17

PEZ Dispenser

An item that allows you to carry 5 items for the slot of 1. But you have to use them in the order you put them in there. Shatters into tiny plastic shards after 5th item is used. Another innovative item invented by Julian Sawyer.